#Arcade Mode

30 messages · Page 1 of 1 (latest)

past scaffold
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yeah i agree

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though i doubt there will be one in the base game, more likely incorporated in mods or dlcs

manic quartz
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I was previously starting "something" like this, a mod, but it wouldn't necessarily be the typical arcade expectation. Sadly I have no idea when I'll have time again to continue. I may poke at it over the holidays 😁.

I would approach arcade as slightly faster than core on average, with a higher potential end velocity in terms of total movement, longer TTK on average but when greater variation depending on certain game mechanics, and either more, or at least different mechanics than OHD core as well as those that tend to exist in the typical FPS, with especially a heavy focus on information and UI elements related to these mechanics.

Quick example, a common FPS move is strafe spam to peek corners (especially good to try to catch someone walling lol), well I think strafe peeking is good, but if you are just spamming it, then there would be a mechanic to catch that. One might suggest stamina which already exists, but I don't want to burn all your stamina just for that, instead there might be a fatigue aspect on a per action basis that could burn more stamina though it would likely just slow you down - that means I need to communicate that to the player though, so because I'm already ok with UI elements, I would need something that reflects that. Basically it becomes buffs and debunks, which might resemble a MOBA, but the thing is arcade games I grew up with were sometimes just as busy with their UI, so it's second nature to me.

OHD core, at this time, is already run and gun though, in my opinion at least, but it also isn't finished. If you mean less run and gun than CoD, then that's true.

I do like CoD's speed, but it's acceleration is a bit too much for it's animations and they do weird stuff like allowing jumping and landing to make zero noise with very little accuracy trade off alongside having trade offs for other mechanics which just makes the game feel inconsistent and more random. That's not arcade to me, that's just...bad.

Arcade for me is like an actual arcade, games that are hard, games, mechancially and strategically, designed to eat your quarters, but are fun as hell and make you come back to play.

That's what a good game is to me and you don't have to pay in quarters for a mod to a free game 😂.

I will say I am heavily inspired by games like Battlefield 3, if my pfp didn't give that away, but BF3 fell short in a bunch if ways for me, and I made the mistake of expecting games to get more interesting, with new mechanics, and new ways to create skill gap opportunities and out playing other players....only for the exact opposite to happen. I can't realistically deliver on a remedy for that, but I do have some ideas that should be doable myself and if OHD/the modding community grows, it might be plausible to build off of one another's work.

Maybe for example someone is interested in making exactly the experience you are looking for? Or maybe you could mod someone else's mod to make the thing you are looking for? All that and more is the kind of stuff I hope to see. It's a ton of work, this would be a far off long term thing, but depending on how well the community handles unfinished demo-like work/mods, having playable iterations wouldn't be a problem. I was messing around with a damage and recoil model sort of similar to BF3 just with a bunch of variable edits, and the game felt totally different...to me at least, but I also know what I'm looking for.

prime zenith
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It would be easy to implement as a custom gamemode, no need to implement it officially

-adjust ttk
-high movement speed
-fast ads
-fast respawn
-more stamina
-limit the map
-TDM/Free For All
done.

timid silo
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would be cool to see, id play it

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but ya i agree would be most appropriate as a modded gamemode or something

manic quartz
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It could be doable with mutators as well if that becomes a thing

timid silo
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i think you could just make a gamemode with those factors and then thats it

manic quartz
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Yeah it was just commonplace back when community servers were more common You would see all kinds of mutators for games

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Someone makes a mod but then some server owner decides oh I want this to be a little bit different

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And who knows then maybe people like it you never know

timid silo
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yee

undone apex
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It kinda strikes me as a bit arcadey already. A Viet Cong soldier shouldn't eat four rounds of .45 out of a grease gun before dropping

timid silo
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they dont take that many to kill

undone apex
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I saw four blood effects

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And then he shot me with a Dragunov

timid silo
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so the round itself does 34 damage points

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this is how the damage is multiplied based on locational hit

undone apex
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Maybe there was an issue?

timid silo
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this will actually be increasing next update btw

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after next update itll be more like this:

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but it all still roughly equals out to 1 hit headshot, 3 hit body shot for that gun

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if you are hitting them in the arms, the hands, etc. you will technically be dealing a little less damage

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1 round to torso at 1.0 multiplier = 34 damage points

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if you are doing this in a controlled environment, it should therefore take 3 rounds to the torso box to effectively kill another player/bot

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if for some reason that is not happening, then there is some sort of hitreg issue (which there are still a few and it can occasionally happen)

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but without knowing the scenario in which you had that observation about the blood effects, my first assumption is that you were hitting someone at distance and perhaps either a) hitting limbs which are still a hit with the effect but for less damage, or b) you are having a hitreg issue (but im going to assume a is the more likely case)

undone apex
timid silo
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then could have been b, i cant really know for sure unless i saw what you saw